ref: a3fad209b38881c6bf31f1448dec06f3e0d500ac
dir: /main.c/
#include <u.h> #include <libc.h> #include <bio.h> #include <thread.h> #include <draw.h> #include <memdraw.h> #include <mouse.h> #include <keyboard.h> #include <geometry.h> #include "libobj/obj.h" #define HZ2MS(hz) (1000/(hz)) typedef Point Triangle[3]; typedef struct VSparams VSparams; typedef struct FSparams FSparams; typedef struct SUparams SUparams; /* shader params */ struct VSparams { SUparams *su; Point3 p; Point3 n; uint idx; }; struct FSparams { SUparams *su; Memimage *frag; Point p; Point3 bc; uchar *cbuf; }; /* shader unit params */ struct SUparams { Memimage *dst; OBJElem **b, **e; int id; Channel *donec; double var_intensity[3]; uvlong uni_time; Point3 (*vshader)(VSparams*); Memimage *(*fshader)(FSparams*); }; typedef struct Shader Shader; struct Shader { char *name; Point3 (*vshader)(VSparams*); Memimage *(*fshader)(FSparams*); }; typedef struct Stats Stats; struct Stats { uvlong min, avg, max, acc, n, v; }; Stats fps; Memimage *screenfb, *fb, *zfb, *nfb, *curfb; double *zbuf; Lock zbuflk; Memimage *red, *green, *blue; OBJ *model; Memimage *modeltex; Channel *drawc, *donedrawc; int nprocs; int rendering; int shownormals; char winspec[32]; Point3 camera = {0,0,3,1}; Point3 center = {0,0,0,1}; Point3 up = {0,1,0,0}; Matrix3 view, proj, rota; void resized(void); uvlong nanosec(void); int min(int a, int b) { return a < b? a: b; } int max(int a, int b) { return a > b? a: b; } double fmin(double a, double b) { return a < b? a: b; } double fmax(double a, double b) { return a > b? a: b; } void swap(int *a, int *b) { int t; t = *a; *a = *b; *b = t; } void swappt2(Point2 *a, Point2 *b) { Point2 t; t = *a; *a = *b; *b = t; } void swappt3(Point3 *a, Point3 *b) { Point3 t; t = *a; *a = *b; *b = t; } void memsetd(double *p, double v, usize len) { double *dp; for(dp = p; dp < p+len; dp++) *dp = v; } void updatestats(Stats *s, uvlong v) { s->v = v; s->n++; s->acc += v; s->avg = s->acc/s->n; s->min = v < s->min || s->n == 1? v: s->min; s->max = v > s->max || s->n == 1? v: s->max; } double step(double edge, double n) { if(n < edge) return 0; return 1; } double smoothstep(double edge0, double edge1, double n) { double t; t = fclamp((n-edge0)/(edge1-edge0), 0, 1); return t*t * (3 - 2*t); } void * emalloc(ulong n) { void *p; p = malloc(n); if(p == nil) sysfatal("malloc: %r"); setmalloctag(p, getcallerpc(&n)); return p; } void * erealloc(void *p, ulong n) { void *np; np = realloc(p, n); if(np == nil){ if(n == 0) return nil; sysfatal("realloc: %r"); } if(p == nil) setmalloctag(np, getcallerpc(&p)); else setrealloctag(np, getcallerpc(&p)); return np; } Image * eallocimage(Display *d, Rectangle r, ulong chan, int repl, ulong col) { Image *i; i = allocimage(d, r, chan, repl, col); if(i == nil) sysfatal("allocimage: %r"); return i; } Memimage * eallocmemimage(Rectangle r, ulong chan) { Memimage *i; i = allocmemimage(r, chan); if(i == nil) sysfatal("allocmemimage: %r"); memfillcolor(i, DTransparent); return i; } static void decproc(void *arg) { int fd, *pfd; pfd = arg; fd = pfd[2]; close(pfd[0]); dup(fd, 0); close(fd); dup(pfd[1], 1); close(pfd[1]); execl("/bin/tga", "tga", "-9t", nil); threadexitsall("execl: %r"); } Memimage * readtga(char *path) { Memimage *i; int fd, pfd[3]; if(pipe(pfd) < 0) sysfatal("pipe: %r"); fd = open(path, OREAD); if(fd < 0) sysfatal("open: %r"); pfd[2] = fd; procrfork(decproc, pfd, mainstacksize, RFFDG|RFNAMEG|RFNOTEG); close(pfd[1]); i = readmemimage(pfd[0]); close(pfd[0]); close(fd); return i; } Memimage * rgb(ulong c) { Memimage *i; i = eallocmemimage(Rect(0,0,1,1), screen->chan); i->flags |= Frepl; i->clipr = Rect(-1e6, -1e6, 1e6, 1e6); memfillcolor(i, c); return i; } void pixel(Memimage *dst, Point p, Memimage *src) { if(dst == nil || src == nil) return; memimagedraw(dst, rectaddpt(Rect(0,0,1,1), p), src, ZP, nil, ZP, SoverD); } void bresenham(Memimage *dst, Point p0, Point p1, Memimage *src) { int steep = 0, Δe, e, Δy; Point p, dp; /* transpose the points */ if(abs(p0.x-p1.x) < abs(p0.y-p1.y)){ steep = 1; swap(&p0.x, &p0.y); swap(&p1.x, &p1.y); } /* make them left-to-right */ if(p0.x > p1.x){ swap(&p0.x, &p1.x); swap(&p0.y, &p1.y); } dp = subpt(p1, p0); Δe = 2*abs(dp.y); e = 0; Δy = p1.y > p0.y? 1: -1; for(p = p0; p.x <= p1.x; p.x++){ if(steep) swap(&p.x, &p.y); pixel(dst, p, src); if(steep) swap(&p.x, &p.y); e += Δe; if(e > dp.x){ p.y += Δy; e -= 2*dp.x; } } } int ycoordsort(void *a, void *b) { return ((Point*)a)->y - ((Point*)b)->y; } void triangle(Memimage *dst, Point p0, Point p1, Point p2, Memimage *src) { Triangle t; t[0] = p0; t[1] = p1; t[2] = p2; qsort(t, nelem(t), sizeof(Point), ycoordsort); bresenham(dst, t[0], t[1], src); bresenham(dst, t[1], t[2], src); bresenham(dst, t[2], t[0], src); } void filltriangle(Memimage *dst, Point p0, Point p1, Point p2, Memimage *src) { int y; double m₀₂, m₀₁, m₁₂; Point dp₀₂, dp₀₁, dp₁₂; Triangle t; t[0] = p0; t[1] = p1; t[2] = p2; qsort(t, nelem(t), sizeof(Point), ycoordsort); dp₀₂ = subpt(t[2], t[0]); m₀₂ = dp₀₂.y == 0? 0: (double)dp₀₂.x/dp₀₂.y; dp₀₁ = subpt(t[1], t[0]); m₀₁ = dp₀₁.y == 0? 0: (double)dp₀₁.x/dp₀₁.y; dp₁₂ = subpt(t[2], t[1]); m₁₂ = dp₁₂.y == 0? 0: (double)dp₁₂.x/dp₁₂.y; /* first half */ for(y = t[0].y; y <= t[1].y; y++) bresenham(dst, Pt(t[0].x + (y-t[0].y)*m₀₂,y), Pt(t[0].x + (y-t[0].y)*m₀₁,y), src); /* second half */ for(; y <= t[2].y; y++) bresenham(dst, Pt(t[0].x + (y-t[0].y)*m₀₂,y), Pt(t[1].x + (y-t[1].y)*m₁₂,y), src); } void viewport(Rectangle r) { identity3(view); view[0][3] = r.max.x/2.0; view[1][3] = r.max.y/2.0; view[2][3] = 1.0/2.0; view[0][0] = Dx(r)/2.0; view[1][1] = -Dy(r)/2.0; view[2][2] = 1.0/2.0; } void projection(double c) { identity3(proj); proj[3][2] = c; } void lookat(Point3 eye, Point3 o, Point3 up) { Point3 x, y, z; z = normvec3(subpt3(eye, o)); x = normvec3(crossvec3(up, z)); y = normvec3(crossvec3(z, x)); rota[0][0] = x.x; rota[0][1] = x.y; rota[0][2] = x.z; rota[0][3] = -o.x; rota[1][0] = y.x; rota[1][1] = y.y; rota[1][2] = y.z; rota[1][3] = -o.y; rota[2][0] = z.x; rota[2][1] = z.y; rota[2][2] = z.z; rota[2][3] = -o.z; } Point3 vertshader(VSparams *sp) { static Point3 light = {1,1,1,0}; /* global light field */ light = subpt3(camera, center); sp->su->var_intensity[sp->idx] = fmax(0, dotvec3(sp->n, normvec3(light))); return xform3(sp->p, view); } Memimage * gouraudshader(FSparams *sp) { double intens; intens = sp->su->var_intensity[0]*sp->bc.x; intens += sp->su->var_intensity[1]*sp->bc.y; intens += sp->su->var_intensity[2]*sp->bc.z; sp->cbuf[1] *= intens; sp->cbuf[2] *= intens; sp->cbuf[3] *= intens; memfillcolor(sp->frag, *(ulong*)sp->cbuf); return sp->frag; } Memimage * toonshader(FSparams *sp) { double intens; intens = sp->su->var_intensity[0]*sp->bc.x; intens += sp->su->var_intensity[1]*sp->bc.y; intens += sp->su->var_intensity[2]*sp->bc.z; intens = intens > 0.85? 1: intens > 0.60? 0.80: intens > 0.45? 0.60: intens > 0.30? 0.45: intens > 0.15? 0.30: 0; sp->cbuf[1] = 0; sp->cbuf[2] = 155*intens; sp->cbuf[3] = 255*intens; memfillcolor(sp->frag, *(ulong*)sp->cbuf); return sp->frag; } void rasterize(SUparams *params, Triangle3 st, Triangle2 tt, Memimage *frag) { FSparams fsp; Triangle2 st₂, tt₂; Rectangle bbox; Point p, tp; Point3 bc; double z, w, depth; uchar cbuf[4]; st₂.p0 = Pt2(st.p0.x/st.p0.w, st.p0.y/st.p0.w, 1); st₂.p1 = Pt2(st.p1.x/st.p1.w, st.p1.y/st.p1.w, 1); st₂.p2 = Pt2(st.p2.x/st.p2.w, st.p2.y/st.p2.w, 1); /* find the triangle's bbox and clip it against the fb */ bbox = Rect( min(min(st₂.p0.x, st₂.p1.x), st₂.p2.x), min(min(st₂.p0.y, st₂.p1.y), st₂.p2.y), max(max(st₂.p0.x, st₂.p1.x), st₂.p2.x)+1, max(max(st₂.p0.y, st₂.p1.y), st₂.p2.y)+1 ); bbox.min.x = max(bbox.min.x, fb->r.min.x); bbox.min.y = max(bbox.min.y, fb->r.min.y); bbox.max.x = min(bbox.max.x, fb->r.max.x); bbox.max.y = min(bbox.max.y, fb->r.max.y); cbuf[0] = 0xFF; fsp.su = params; fsp.frag = frag; fsp.cbuf = cbuf; for(p.y = bbox.min.y; p.y < bbox.max.y; p.y++) for(p.x = bbox.min.x; p.x < bbox.max.x; p.x++){ bc = barycoords(st₂, Pt2(p.x,p.y,1)); if(bc.x < 0 || bc.y < 0 || bc.z < 0) continue; z = st.p0.z*bc.x + st.p1.z*bc.y + st.p2.z*bc.z; w = st.p0.w*bc.x + st.p1.w*bc.y + st.p2.w*bc.z; depth = fclamp(z/w, 0, 1); lock(&zbuflk); if(depth <= zbuf[p.x + p.y*Dx(params->dst->r)]){ unlock(&zbuflk); continue; } zbuf[p.x + p.y*Dx(params->dst->r)] = depth; cbuf[1] = 0xFF*depth; cbuf[2] = 0xFF*depth; cbuf[3] = 0xFF*depth; memfillcolor(frag, *(ulong*)cbuf); pixel(zfb, p, frag); unlock(&zbuflk); cbuf[0] = 0xFF; if((tt.p0.w + tt.p1.w + tt.p2.w) != 0){ tt₂.p0 = mulpt2(tt.p0, bc.x); tt₂.p1 = mulpt2(tt.p1, bc.y); tt₂.p2 = mulpt2(tt.p2, bc.z); tp.x = (tt₂.p0.x + tt₂.p1.x + tt₂.p2.x)*Dx(modeltex->r); tp.y = (1 - (tt₂.p0.y + tt₂.p1.y + tt₂.p2.y))*Dy(modeltex->r); unloadmemimage(modeltex, rectaddpt(Rect(0,0,1,1), tp), cbuf+1, sizeof cbuf - 1); }else memset(cbuf+1, 0xFF, sizeof cbuf - 1); fsp.p = p; fsp.bc = bc; pixel(params->dst, p, params->fshader(&fsp)); } } void shaderunit(void *arg) { SUparams *params; VSparams vsp; Memimage *frag; OBJVertex *verts, *tverts, *nverts; /* geometric, texture and normals vertices */ OBJIndexArray *idxtab; OBJElem **ep; Triangle3 t, st, nt; /* world-, screen-space and normals triangles */ Triangle2 tt; /* texture triangle */ Point3 n; /* surface normal */ Point3 np0, np1, bc; Triangle2 st₂; params = arg; vsp.su = params; frag = rgb(DBlack); threadsetname("shader unit #%d", params->id); verts = model->vertdata[OBJVGeometric].verts; tverts = model->vertdata[OBJVTexture].verts; nverts = model->vertdata[OBJVNormal].verts; for(ep = params->b; ep != params->e; ep++){ idxtab = &(*ep)->indextab[OBJVGeometric]; t.p0 = Pt3(verts[idxtab->indices[0]].x,verts[idxtab->indices[0]].y,verts[idxtab->indices[0]].z,verts[idxtab->indices[0]].w); t.p1 = Pt3(verts[idxtab->indices[1]].x,verts[idxtab->indices[1]].y,verts[idxtab->indices[1]].z,verts[idxtab->indices[1]].w); t.p2 = Pt3(verts[idxtab->indices[2]].x,verts[idxtab->indices[2]].y,verts[idxtab->indices[2]].z,verts[idxtab->indices[2]].w); idxtab = &(*ep)->indextab[OBJVNormal]; if(idxtab->nindex == 3){ nt.p0 = Vec3(nverts[idxtab->indices[0]].i, nverts[idxtab->indices[0]].j, nverts[idxtab->indices[0]].k); nt.p1 = Vec3(nverts[idxtab->indices[1]].i, nverts[idxtab->indices[1]].j, nverts[idxtab->indices[1]].k); nt.p2 = Vec3(nverts[idxtab->indices[2]].i, nverts[idxtab->indices[2]].j, nverts[idxtab->indices[2]].k); nt.p0 = xform3(normvec3(nt.p0), rota); nt.p1 = xform3(normvec3(nt.p1), rota); nt.p2 = xform3(normvec3(nt.p2), rota); }else{ n = normvec3(crossvec3(subpt3(t.p2, t.p0), subpt3(t.p1, t.p0))); nt.p0 = nt.p1 = nt.p2 = xform3(mulpt3(n, -1), rota); } vsp.p = t.p0; vsp.n = nt.p0; vsp.idx = 0; st.p0 = params->vshader(&vsp); vsp.p = t.p1; vsp.n = nt.p1; vsp.idx = 1; st.p1 = params->vshader(&vsp); vsp.p = t.p2; vsp.n = nt.p2; vsp.idx = 2; st.p2 = params->vshader(&vsp); st₂.p0 = Pt2(st.p0.x/st.p0.w, st.p0.y/st.p0.w, 1); st₂.p1 = Pt2(st.p1.x/st.p1.w, st.p1.y/st.p1.w, 1); st₂.p2 = Pt2(st.p2.x/st.p2.w, st.p2.y/st.p2.w, 1); bc = barycoords(st₂, centroid(st₂)); np0 = centroid3((Triangle3){divpt3(st.p0, st.p0.w),divpt3(st.p1, st.p1.w),divpt3(st.p2, st.p2.w)}); np1 = Vec3( nt.p0.x*bc.x + nt.p1.x*bc.y + nt.p2.x*bc.z, nt.p0.y*bc.x + nt.p1.y*bc.y + nt.p2.y*bc.z, nt.p0.z*bc.x + nt.p1.z*bc.y + nt.p2.z*bc.z); np1 = addpt3(np0, mulpt3(np1, 50)); triangle(nfb, Pt(st₂.p0.x,st₂.p0.y), Pt(st₂.p1.x,st₂.p1.y), Pt(st₂.p2.x,st₂.p2.y), red); bresenham(nfb, Pt(np0.x,np0.y), Pt(np1.x,np1.y), green); idxtab = &(*ep)->indextab[OBJVTexture]; if(modeltex != nil && idxtab->nindex == 3){ tt.p0 = Pt2(tverts[idxtab->indices[0]].u, tverts[idxtab->indices[0]].v, 1); tt.p1 = Pt2(tverts[idxtab->indices[1]].u, tverts[idxtab->indices[1]].v, 1); tt.p2 = Pt2(tverts[idxtab->indices[2]].u, tverts[idxtab->indices[2]].v, 1); }else memset(&tt, 0, sizeof tt); rasterize(params, st, tt, frag); } freememimage(frag); sendp(params->donec, nil); free(params); threadexits(nil); } void shade(Memimage *dst, Shader *s) { int i, nelems, nparts, nworkers; uvlong time; OBJObject *o; OBJElem **elems, *e; OBJIndexArray *idxtab; SUparams *params; Channel *donec; elems = nil; nelems = 0; for(i = 0; i < nelem(model->objtab); i++) for(o = model->objtab[i]; o != nil; o = o->next) for(e = o->child; e != nil; e = e->next){ idxtab = &e->indextab[OBJVGeometric]; /* discard non-triangles */ if(e->type != OBJEFace || idxtab->nindex != 3) continue; elems = erealloc(elems, ++nelems*sizeof(*elems)); elems[nelems-1] = e; } if(nelems < nprocs){ nworkers = nelems; nparts = 1; }else{ nworkers = nprocs; nparts = nelems/nprocs; } time = nanosec(); donec = chancreate(sizeof(void*), 0); for(i = 0; i < nworkers; i++){ params = emalloc(sizeof *params); params->dst = dst; params->b = &elems[i*nparts]; params->e = params->b + nparts; params->id = i; params->donec = donec; params->uni_time = time; params->vshader = s->vshader; params->fshader = s->fshader; proccreate(shaderunit, params, mainstacksize); // fprint(2, "spawned su %d for elems [%d, %d)\n", params->id, i*nparts, i*nparts+nparts); } while(i--) recvp(donec); chanfree(donec); } Memimage * triangleshader(FSparams *sp) { Triangle2 t; Rectangle bbox; Point3 bc; uchar cbuf[4]; t.p0 = Pt2(240,200,1); t.p1 = Pt2(400,40,1); t.p2 = Pt2(240,40,1); bbox = Rect( min(min(t.p0.x, t.p1.x), t.p2.x), min(min(t.p0.y, t.p1.y), t.p2.y), max(max(t.p0.x, t.p1.x), t.p2.x), max(max(t.p0.y, t.p1.y), t.p2.y) ); if(!ptinrect(sp->p, bbox)) return nil; bc = barycoords(t, Pt2(sp->p.x,sp->p.y,1)); if(bc.x < 0 || bc.y < 0 || bc.z < 0) return nil; cbuf[0] = 0xFF; cbuf[1] = 0xFF*bc.z; cbuf[2] = 0xFF*bc.y; cbuf[3] = 0xFF*bc.x; memfillcolor(sp->frag, *(ulong*)cbuf); return sp->frag; } Memimage * circleshader(FSparams *sp) { Point2 uv; double r; uchar cbuf[4]; uv = Pt2(sp->p.x,sp->p.y,1); uv.x /= Dx(fb->r); uv.y /= Dy(fb->r); // r = 0.3; r = 0.3*sin(sp->su->uni_time/1e9); if(vec2len(subpt2(uv, Vec2(0.5,0.5))) > r) return nil; cbuf[0] = 0xFF; cbuf[1] = 0; cbuf[2] = 0xFF*uv.y; cbuf[3] = 0xFF*uv.x; memfillcolor(sp->frag, *(ulong*)cbuf); return sp->frag; } /* some shaping functions from The Book of Shaders, Chapter 5 */ Memimage * sfshader(FSparams *sp) { Point2 uv; double y, pct; uchar cbuf[4]; uv = Pt2(sp->p.x,sp->p.y,1); uv.x /= Dx(fb->r); uv.y /= Dy(fb->r); uv.y = 1 - uv.y; /* make [0 0] the bottom-left corner */ // y = step(0.5, uv.x); // y = pow(uv.x, 5); // y = sin(uv.x); y = sin(uv.x*sp->su->uni_time/1e8)/2.0 + 0.5; // y = smoothstep(0.1, 0.9, uv.x); pct = smoothstep(y-0.02, y, uv.y) - smoothstep(y, y+0.02, uv.y); cbuf[0] = 0xFF; cbuf[1] = 0xFF*flerp(y, 0, pct); cbuf[2] = 0xFF*flerp(y, 1, pct); cbuf[3] = 0xFF*flerp(y, 0, pct); memfillcolor(sp->frag, *(ulong*)cbuf); return sp->frag; } Memimage * boxshader(FSparams *sp) { Point2 uv, p; Point2 r; uchar cbuf[4]; uv = Pt2(sp->p.x,sp->p.y,1); uv.x /= Dx(fb->r); uv.y /= Dy(fb->r); r = Vec2(0.2,0.4); p = Pt2(fabs(uv.x - 0.5), fabs(uv.y - 0.5), 1); p = subpt2(p, r); p.x = fmax(p.x, 0); p.y = fmax(p.y, 0); if(vec2len(p) > 0) return nil; cbuf[0] = 0xFF; cbuf[1] = 0xFF*smoothstep(0,1,uv.x+uv.y); cbuf[2] = 0xFF*uv.y; cbuf[3] = 0xFF*uv.x; memfillcolor(sp->frag, *(ulong*)cbuf); return sp->frag; } Shader shadertab[] = { { "triangle", vertshader, triangleshader }, { "circle", vertshader, circleshader }, { "box", vertshader, boxshader }, { "sf", vertshader, sfshader }, { "gouraud", vertshader, gouraudshader }, { "toon", vertshader, toonshader }, }; Shader * getshader(char *name) { int i; for(i = 0; i < nelem(shadertab); i++) if(strcmp(shadertab[i].name, name) == 0) return &shadertab[i]; return nil; } void drawstats(void) { char buf[128]; /* fps stats hold latency, so max period is min frequency */ snprint(buf, sizeof buf, "FPS %.0f/%.0f/%.0f/%.0f", !fps.max? 0: 1e9/fps.max, !fps.avg? 0: 1e9/fps.avg, !fps.min? 0: 1e9/fps.min, !fps.v? 0: 1e9/fps.v); stringbg(screen, Pt(screen->r.min.x+10,screen->r.max.y-20), display->black, ZP, font, buf, display->white, ZP); } void redraw(void) { lockdisplay(display); memfillcolor(screenfb, 0x888888FF); memimagedraw(screenfb, screenfb->r, curfb, ZP, nil, ZP, SoverD); if(shownormals) memimagedraw(screenfb, screenfb->r, nfb, ZP, nil, ZP, SoverD); loadimage(screen, rectaddpt(screenfb->r, screen->r.min), byteaddr(screenfb, screenfb->r.min), bytesperline(screenfb->r, screenfb->depth)*Dy(screenfb->r)); drawstats(); flushimage(display, 1); unlockdisplay(display); sendp(donedrawc, nil); } void render(Shader *s) { uvlong t0, t1; memsetd(zbuf, Inf(-1), Dx(fb->r)*Dy(fb->r)); memfillcolor(fb, DTransparent); memfillcolor(zfb, DTransparent); memfillcolor(nfb, DTransparent); t0 = nanosec(); shade(fb, s); t1 = nanosec(); updatestats(&fps, t1-t0); } void renderer(void *arg) { threadsetname("renderer"); for(;;){ rendering = 1; render((Shader*)arg); rendering = 0; nbsendp(drawc, nil); recvp(donedrawc); } threadexits(nil); } static char * genrmbmenuitem(int idx) { enum { TOGGLEZBUF, TOGGLENORM, }; switch(idx){ case TOGGLEZBUF: return curfb == zfb? "hide z-buffer": "show z-buffer"; case TOGGLENORM: return shownormals? "hide normals": "show normals"; } return nil; } void rmb(Mousectl *mc, Keyboardctl *) { enum { TOGGLEZBUF, TOGGLENORM, }; static Menu menu = { .gen = genrmbmenuitem }; switch(menuhit(3, mc, &menu, _screen)){ case TOGGLEZBUF: curfb = curfb == fb? zfb: fb; break; case TOGGLENORM: shownormals ^= 1; break; } nbsendp(drawc, nil); } void lmb(Mousectl *mc, Keyboardctl *) { Point p; p = subpt(mc->xy, screen->r.min); fprint(2, "p %P z %g\n", p, zbuf[p.x + p.y*Dx(fb->r)]); } void mouse(Mousectl *mc, Keyboardctl *kc) { if((mc->buttons&1) != 0) lmb(mc, kc); if((mc->buttons&4) != 0) rmb(mc, kc); } void key(Rune r) { switch(r){ case Kdel: case 'q': threadexitsall(nil); } } void usage(void) { fprint(2, "usage: %s [-n nprocs] [-m objfile] [-t texfile] [-a yrotangle] [-z camzpos] [-s shader]\n", argv0); exits("usage"); } void threadmain(int argc, char *argv[]) { Mousectl *mc; Keyboardctl *kc; Rune r; Shader *s; char *mdlpath, *texpath; char *sname; double θ; GEOMfmtinstall(); mdlpath = "mdl/def.obj"; texpath = nil; sname = "gouraud"; θ = 0; ARGBEGIN{ case 'n': nprocs = strtoul(EARGF(usage()), nil, 10); break; case 'm': mdlpath = EARGF(usage()); break; case 't': texpath = EARGF(usage()); break; case 'a': θ = strtoul(EARGF(usage()), nil, 10)*DEG; break; case 'z': camera.z = strtod(EARGF(usage()), nil); break; case 's': sname = EARGF(usage()); break; default: usage(); }ARGEND; if(argc != 0) usage(); if(nprocs < 1) nprocs = strtoul(getenv("NPROC"), nil, 10); if((s = getshader(sname)) == nil) sysfatal("couldn't find %s shader", sname); if((model = objparse(mdlpath)) == nil) sysfatal("objparse: %r"); if(texpath != nil && (modeltex = readtga(texpath)) == nil) sysfatal("readtga: %r"); snprint(winspec, sizeof winspec, "-dx %d -dy %d", 200, 200); if(newwindow(winspec) < 0) sysfatal("newwindow: %r"); if(initdraw(nil, nil, "tinyrend") < 0) sysfatal("initdraw: %r"); if(memimageinit() != 0) sysfatal("memimageinit: %r"); if((mc = initmouse(nil, screen)) == nil) sysfatal("initmouse: %r"); if((kc = initkeyboard(nil)) == nil) sysfatal("initkeyboard: %r"); screenfb = eallocmemimage(rectsubpt(screen->r, screen->r.min), screen->chan); fb = eallocmemimage(screenfb->r, RGBA32); zbuf = emalloc(Dx(fb->r)*Dy(fb->r)*sizeof(double)); zfb = eallocmemimage(fb->r, fb->chan); curfb = fb; nfb = eallocmemimage(fb->r, fb->chan); red = rgb(DRed); green = rgb(DGreen); blue = rgb(DBlue); { int i, nv[OBJNVERT], nf; OBJObject *o; OBJElem *e; nf = 0; memset(nv, 0, sizeof nv); for(i = 0; i < OBJNVERT; i++) nv[i] += model->vertdata[i].nvert; for(i = 0; i < OBJHTSIZE; i++) if((o = model->objtab[i]) != nil) for(e = o->child; e != nil; e = e->next) if(e->type == OBJEFace) nf++; fprint(2, "v %d vn %d vt %d f %d\n", nv[OBJVGeometric], nv[OBJVNormal], nv[OBJVTexture], nf); } drawc = chancreate(sizeof(void*), 1); donedrawc = chancreate(sizeof(void*), 1); display->locking = 1; unlockdisplay(display); Matrix3 yrot = { cos(θ), 0, -sin(θ), 0, 0, 1, 0, 0, sin(θ), 0, cos(θ), 0, 0, 0, 0, 1, }; identity3(rota); viewport(fb->r); projection(-1.0/vec3len(subpt3(camera, center))); lookat(camera, center, up); mulm3(rota, yrot); mulm3(proj, rota); mulm3(view, proj); proccreate(renderer, s, mainstacksize); for(;;){ enum { MOUSE, RESIZE, KEYBOARD, DRAW }; Alt a[] = { {mc->c, &mc->Mouse, CHANRCV}, {mc->resizec, nil, CHANRCV}, {kc->c, &r, CHANRCV}, {drawc, nil, CHANRCV}, {nil, nil, CHANEND} }; switch(alt(a)){ case MOUSE: mouse(mc, kc); break; case RESIZE: resized(); break; case KEYBOARD: key(r); break; case DRAW: if(!rendering) redraw(); break; } } } void resized(void) { lockdisplay(display); if(getwindow(display, Refnone) < 0) sysfatal("couldn't resize"); unlockdisplay(display); nbsend(drawc, nil); }